three mysterious keys to interactive learning
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Twitter:@kkapp
By Karl M. KappBloomsburg UniversityGamification of Learning &InstructionMay 7, 2014 W101
Three Mysterious Keys to Interactive Learning:Game‐Thinking, Game‐Elements, and
Gamification
Covert Design Takeaway Challenge
NotesSlides
Additional Ideas
www.karlkapp.com/kapp-notes
ATD Theatreand
Karl KappPresent:
Three Mysterious Keys
to
t was a quiet Monday morning, very quiet, really quiet… almost too…
Then, out of nowhere, she flew into my office, like a boss who had a problem that needed solved …
Hi Boss.
I have a problem that needs to be solved.
We need more engagement.
She wanted to increase learner engagement and have more interactive learning within the company…
You came to the right L&D guy that’s what I do…
Yeah, I know…that’s why I hired you. Ugh..
Now take the new person here and go ask Clyde, he went to an
ASTD conference on the subject.Don’t you mean
ATD????
For some reason, she didn’t seem bothered by the fact that she was breaking the company’s no smoking policy…
Here’s where you come in. Help me figure out the clues …and fast.
Choose your disguise…
Which Detective are You?
A. RedB. BlueC. Green D. Orange
Red
Blue
Gree
n
Oran
ge
0% 0%0%0%
What disguise will you choose?
Stakes are high. 100 points for correct answer, 20 points subtracted for incorrect
First stop…Clyde’s office…look for clues
Game Thinking
B)
Teaching knowledge, skills & abilities using a self-contained game.
A)Using game-based techniques to engage people, motivate action promote learning & solve problems.
C)Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment.
D)Application of different types of game-elements to propel a learner through content with no changes to the content.
Pre‐TestA. Using game‐based techniques to
engage people, motivate action promote learning & solve problems.
B. Teaching knowledge, skills & abilities using a self‐contained game.
C. Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment.
D. Application of different types of game‐elements to propel a learner through content with no changes to the content
A. B. C. D.
51%
27%
20%
2%
Game-Thinking is….
I found three things written on one of Clyde’s notebooks.
Could be a lead…or
…it could be this session’s learning objectives
Let’s get going.
Now we need to find Ivan…the Informant... I knew one of his old haunts.
He was about as friendly as a fly at a fly strip convention.
Hello, Clueless…
Look I am going to ask you some questions, the right answer gives you
a clue to interactive learning.
He was about as friendly as a fly at a fly strip convention.
What do you and your lackies here have to say about this?
Are Game-based Learning and Gamification are the same thing?
A. TrueB. False
True
False
86%
14%
Game-Based Learning and Gamification are the same thing?
Team Racing Scores
Blue 118.64
Green 135.22
Orange 200
Orange(1) 125.84
Red 123.54
Enter Question Text
A. OneB. TwoC. ThreeD. Four
One
Two
Three Four
15%
40%37%
8%
Next clue, how many types of gamification are there?
There are two types of gamification.
He grabbed his typewriter and made some notes to explain to me the difference between the two types of gamification.
Structural Gamification is use of game-elements to propel a learner through content with no alteration or changes to the content.
Structural: Points Badges Leaderboard
Content Gamification use of game thinking to alter content to make it more game-like but doesn’t turn the content into a game.
Content: Challenge Story Characters Missions
Ivan then grabbed his laptop to show me a demonstration of the two types.
First Structural Gamification….
Gamification
The concept of gamification Consists of many different elements.These elements can include:• Story• Character• Mystery• Curiosity• Curve of Interest• Surprise • Chance• Points• Badges
Screen captures courtesy of MindTickle….
Then he demonstrated content gamification....
It was a little like déjá vu ….this content gamification…..
It has elements of story, characters and content that was altered to be more game-like…
This mystery of interactive learning was starting to take shape…
Thanks, Ivan.Get out of here….
Let’s brief the boss on what we know so far…
So what have we learned?
2 types of gamificationgame learning vs. gamificationMaking decision
So far, so good L&D person, follow the next clue on the matchbook I found in my desk drawer….
I arrived at the place on the matchbook, as shady as a clump of oaks caught in an eclipse…
Enter Question Text
A. Objectives explaining what the learner should do?
B. Action taken by the learner?
A. B.
85%
15%
Hmm… What could this location and clue mean??? Tell me. Does engaging instruction start with:
Action draws in the learner and encourages further engagement.
Too often instructional design is about the content and not about the actions that
need to occur.
Make the learner do something
Answer a questionIdentify a procedure.
Make a decision.
Solve a mystery.
Confront a challenge.
Pick a team.
Team Racing Scores
Blue 234.05
Green 248.18
Orange 320
Orange(1) 240.24
Red 237.81
Just as I was leaving, I found another matchbook.
Seems like a clue…should
Learning be easy so we don’t discourage the learners?
or
Challenging where some learners will struggle?
Easy or Challenging?
A. Easy, don’t discourage the learner.
B. Challenging where some learners might struggle.
Easy,
don’t
disco
urage
th...
Chall
engin
g whe
re so
me ...
93%
7%
So, what is it?
Look! Things that are too easy or too difficult will not pique a learner’s interest because they lead to
boredom or frustration.
Let me show you Clyde’s folder on this subject.
Do you know what elements contribute to
flow?
Achievable Task
Clear Goals
Control Over Actions (Autonomy)
Concentration
You can also add elements such as …
You can also add elements such as …Novelty
Inconsistency
Complexity
SurpriseIncomplete information
Unpredictable Future
Suddenly, a voice appeared out of nowhere…the mysterious Learning Lady
Challenge, Curiosity, Control, Fantasy, Cooperation, Competition and Recognition.
I saw her eyes in the shadows of the alley and she simply said…to motivate learners add …
Hey, I know that’s Malone’s Theory of Intrinsically Motivating Instruction.
Yes, it is ….
You want both Intrinsic and Extrinsic Motivation….Research indicates that they coexist. Use both that’s key.
Then, suddenly, she emerged from the shadows.
I pictured you differently…
Here are some more matches for your boss. She
smokes a lot.
She shouldn’t smoke.
Well, here is the next clue, do we :
Put the learner at risk.
or
Let the learner safely explore the environment.
Risk or Safety
A. Put the learner at risk?B. Let the learner safely
explore the environment?
A. B.
37%
63%
What do you say?
No risk, or danger equal no skin in the game.
Get the learner emotionally involved by putting him or her at “mock” risk.
Losing
Not Solving the Problem
Social Credibility
Recognition
Then they mysterious stranger started talking about what learners can “risk”…
Starting Over
Multiple Lives
In games, failing is allowed, it’s acceptable, and it’s part of the
process.
Also, failure or earned success can lead to emotion which can contribute
to Episodic Memory.
Time for a recap with the boss…she looked a little frantic…she wanted to know one more thing.
I want to know one more thing.
What game elements can engage learners?
What game elements did we encounter today that can
engage learners?
ChallengeLevelsLeaderboardRecognitionFailureRewardsPossiblity of success
What game elements did we encounter today that can
engage learners?
Risk, story, charactersMysteryFeedbackChallengeLevelsLeaderboardRecognitionFailure
Great stuff, you guys really seemed to have cracked the case as to what makes engaging
learning.
What percentage of your current points would you like to wager on the
next question?
A. 0%B. 25%C. 50%D. 75%E. 100%
How sure are you of the knowledge you’ve gained? What percentage of your current points do you want
to wager on the next question?
Back to Clyde’s office, which note is right?
Game Thinking
B)
Teaching knowledge, skills & abilities using a self-contained game.
A)Using game-based techniques to engage people, motivate action promote learning & solve problems.
C)Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment.
D)Application of different types of game-elements to propel a learner through content with no changes to the content.
A. Using game‐based techniques to engage people, motivate action promote learning & solve problems.
B. Teaching knowledge, skills & abilities using a self‐contained game.
C. Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment.
D. Application of different types of game‐elements to propel a learner through content with no changes to the content
A. B. C. D.
10%4%
83%
3%
So now, what is ….Game-Thinking
Post test
51%
2%
20%
27%
10%
3%
83%
4%
Using game‐based techniques to engage people,motivate action promote learning & solve
problems.
Teaching knowledge, skills & abilities using a self‐contained game.
Focusing on actions leading to a meaningfuloutcome while navigating risk in a challenging
environment.
Application of different types of game‐elements topropel a learner through content with no changes
to the content
First Slide Second Slide
Team Racing Scores
Blue 668.5
Green 753.19
Orange 1140
Orange(1) 678.58
Red 649.48
To sum it up, what have you learned today?
Don't start with objectivesYou don't have to do it allUse elements of a storyPut students at riskLearning from failure
To sum it up, what have you learned today?
Don't start with objectivesFlowCreate a cliff hangerSuprises, ID is about action
I thought my work was done but then….I found another pack of matches on my way home…
We’ll leave that for another presentation….
The End
Design Takeaway Challenge.
StoryChoiceQuestionFailure, Risk, ActionCartoons/GraphicsCLiff hangercompetitonRecognition, Clicker,
RepetionFeedback, Open loop, engagement
1) Story/Genre2) Polling/Audience Input3) Points/Winners/Teams4) Mystery/Curiosity5) Pre/Post Test
QUESTIONS?
Learn more…books available at:http://tinyurl.com/ASTDgambook and
http://tinyurl.com/ASTDfieldbkOr
Amazon.com
Bring this engaging learning presentation to your organization
and have Karl Kapp present to your team.
Contact Karl Kapp atkarlkapp@gmail.com or on his web
site www.karlkapp.com.
Credits:
Detective Artwork Courtesy of Vanessa Bailey
Flow Diagram by Kristin Bittner
Typewriter and Mysterious Eyes are Clip Art
Audience Response Devices by TurningTechnologies
Demo of Gamification Software by MindTickle
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